FunRec: Reconstructing Functional 3D Scenes from Egocentric Interaction Videos
Authors: Alexandros Delitzas, Chenyangguang Zhang, Alexey Gavryushin, Tommaso Di Mario, Boyang Sun, Rishabh Dabral, Leonidas Guibas, Christian Theobalt, Marc Pollefeys, Francis Engelmann, Daniel Barath
Organizations: ETH Zurich · Max Planck Institute for Informatics · Stanford University · Microsoft · USI Lugano
We present FunRec, a method for reconstructing functional 3D digital twins of indoor scenes directly from egocentric RGB-D interaction videos. Unlike existing methods on articulated reconstruction, which rely on controlled setups, multi-state captures, or CAD priors, FunRec operates directly on in-the-wild human interaction sequences to recover interactable 3D scenes. It automatically discovers articulated parts, estimates their kinematic parameters, tracks their 3D motion, and reconstructs static and moving geometry in canonical space, yielding simulation-compatible meshes. Across new real and simulated benchmarks, FunRec surpasses prior work by a large margin, achieving up to +50 mIoU improvement in part segmentation, 5-10 times lower articulation and pose errors, and significantly higher reconstruction accuracy. We further demonstrate applications on URDF/USD export for simulation, hand-guided affordance mapping and robot-scene interaction.
Figures & tables
Figure 2: Method overview . Given an egocentric RGB-D interaction video, FunREC first divides it into static and dynamic fragments. For each dynamic fragment, it estimates camera poses, computes sparse 3D point trajectories, and clusters them into articulated components via articulation-aware motion modeling. The interacting part is then segmented to obtain dense masks and reconstructed together with the static scene. Part pose and articulation parameters are optimized jointly to yield consistent motion across frames. Finally, all reconstructed fragments are globally aligned to produce a coherent, functional 3D digital twin where articulated parts can be interactively manipulated.
Figure 3: Proposed Datasets. We introduce two datasets for functional 3D scene reconstruction and evaluation: RealFun4D (left) , capturing egocentric interactions in real scenes, and OmniFun4D (right) , providing photorealistic simulated interactions in synthetic scenes.
Figure 4: Qualitative comparisons . We show qualitative comparisons between baselines and our method. For each method, we accumulate the reconstructed point clouds of both the articulated part and the static scene across all timesteps, and visualize them under two selected scene states. Green indicates the articulated part, and red lines denote the estimated articulation axes.
Methods
OmniFun4D
HOI4D
RealFun4D
Axis ( ∘ )
Pos (m)
State ( ∘ /m)
Fail (%)
Axis ( ∘ )
Pos (m)
State ( ∘ /m)
Fail (%)
Axis ( ∘ )
Pos (m)
State ( ∘ /m)
Fail (%)
MonST3R [ 82 ] (ICP)
52.7/61.5
1.14
66.2/0.27
11.7
67.3/66.1
0.45
60.8/0.06
0.0
54.6/59.1
0.68
65.9/0.21
0.0
MonST3R (CoTr3)
46.8/58.9
1.20
45.3/0.18
11.7
54.7/51.5
0.44
44.8/0.07
0.0
56.8/52.4
0.70
57.4/0.22
0.0
MonST3R (GT depth+CoTr3)
57.6/63.5
1.10
46.5/0.18
11.7
48.6/30.1
0.41
37.6/0.06
0.0
51.4/56.2
0.55
54.3/0.21
0.0
SpatialTrackerV2 [ 75 ]
59.8/69.1
1.22
48.6/0.19
30.0
57.9/44.6
0.46
41.9/0.07
0.0
59.4/49.8
0.49
57.5/0.22
20.0
SpatialTrackerV2 (GT depth)
48.7/69.3
1.10
46.8/0.19
30.0
54.3/38.8
0.43
38.7/0.07
0.0
60.8/42.6
0.58
55.6/0.22
20.0
Table 1: Articulated motion estimation. We report articulation axis direction error ( ∘ ), axis position error (meters; applicable only to revolute joints), joint state error ( ∘ for revolute and meters for prismatic joints), and failure rate (%). Values are shown as “XX / YY” for revolute (XX) and prismatic (YY) joints. Best , second-best , and third-best results are highlighted. All metrics are lower-is-better.
Methods
OmniFun4D
HOI4D
RealFun4D
6D part pose
Reconstruction
6D part pose
Reconstruction
6D part pose
Reconstruction
ADD-S (%) ↑
ADD (%) ↑
CD (cm) ↓
ADD-S (%) ↑
ADD (%) ↑
CD (cm) ↓
ADD-S (%) ↑
ADD (%) ↑
CD (cm) ↓
MonST3R [ 82 ] (ICP)
14.36
19.62
29.8
29.41
19.12
6.4
13.21
19.11
13.4
MonST3R [ 82 ] (CoTr3)
33.58
21.94
23.6
44.72
25.98
2.1
18.64
11.35
17.6
MonST3R [ 82 ] (GT depth+CoTr3)
37.12
30.48
13.9
54.83
37.11
1.3
20.11
14.62
13.2
SpatialTrackerV2 [ 75 ]
26.94
13.11
34.7
61.25
41.02
0.9
19.77
13.92
18.5
Table 2: 6D part pose estimation and reconstruction. We report 6D part pose accuracy using ADD-S and ADD (higher is better) and surface reconstruction quality using Chamfer Distance (CD, lower is better) across the OmniFun4D, HOI4D, and RealFun4D datasets.
Methods
OmniFun4D
HOI4D
RealFun4D
mIoU ↑
mIoU ↑
mIoU ↑
MonST3R [ 82 ]
23.6
26.8
23.7
SpatialTrackerV2 [ 75 ] (SAM2)
1 6.2
1 5.8
13.4
FunREC (Ours)
77.9
76.4
74.8
Table 3: Moving part segmentation. Mean Intersection-over-Union (mIoU) for moving-part segmentation.
Figure 5: Isaac Sim deployment. A mobile manipulator interacts with a drawer reconstructed from a real-world scan.
Figure 6: Hand-scene interaction. Estimated 3D hand mesh ( left ) and inferred affordance map ( right ). Integrating the hand pose into our functional reconstruction enables finding contact regions and consistent reasoning over the associated scene-part motion.
Figure 7: Robot-scene interaction . Left: Human demonstration of opening a cabinet. Center: The articulation trajectory derived from the functional scene model. Right: The robot leverages the functional information to reliably reproduce the same interaction.
We present EgoFun3D, a coordinated task formulation, dataset, and benchmark for modeling interactive 3D objects from egocentric videos. Interactive objects are of high interest for embodied AI but scarce, making modeling from readily available real-world videos valuable. Our task focuses on obtaining simulation-ready interactive 3D objects from egocentric video input. While prior work largely focuses on articulations, we capture general cross-part functional mappings (e.g., rotation of stove knob controls stove burner temperature) through function templates, a structured computational representation. Function templates enable precise evaluation and direct compilation into executable code across simulation platforms. To enable comprehensive benchmarking, we introduce a dataset of 517 egocentric videos featuring challenging real-world interactions with paired 3D geometry, segmentation over 2D and 3D, articulation and function template annotations. To tackle the task, we propose a 4-stage pipeline consisting of: 2D part segmentation, reconstruction, articulation estimation, and function template inference. Comprehensive benchmarking shows that the task is challenging for off-the-shelf methods, highlighting avenues for future work.
Building interactive digital twins requires recovering both 3D geometry and the kinematic structures that govern how objects articulate. Yet existing methods for articulated object reconstruction require explicitly observable motion from multiple articulation states. We introduce a rest-state formulation that reconstructs articulated objects from a single closed configuration, an inherently ill-posed setting where geometry, semantics, and motion priors compensate for the absence of motion cues. Our framework adopts an explicit mesh as an intermediate representation for cross-model verification and fusion, reconciling noisy outputs from vision-language and segmentation models into spatially consistent part structures. To estimate joint parameters without observed motion, we use a video diffusion model to synthesize articulation hypotheses and validate them through geometric consistency. Our approach achieves accurate part decomposition and physically plausible articulation, performing competitively with motion-observing reconstruction-based, generation-based, and modular pretrained-model baselines.
Human videos contain rich causal evidence for robot manipulation: they reveal how hand motion induces object motion and produces task-relevant changes in object state. In this work, we study articulated objects such as doors, drawers, cabinets, laptops, ovens, and hinged containers that are ubiquitous in daily life and present unique challenges for embodied interaction. These objects cannot be represented by a single pose; their motion depends on the underlying parts and joints. We introduce a real-to-sim framework that reconstructs a simulation-ready articulated object and hand-object interaction from a casual monocular RGB video, without RGB-D or multi-view input, prior scans, manually specified joints, or robot demonstrations. Our key insight is that dense 3D point tracks provide an embodiment-agnostic articulation cue: points on the fixed link remain approximately stationary, while points on the moving link follow coherent revolute or prismatic motion. Our method segments the links, estimates the joint and its state trajectory, reconstructs an articulated asset, and aligns the recovered 3D hand motion with the object. Central to our approach is a modular recipe that repurposes powerful pretrained models for single-image 3D reconstruction, mesh segmentation, and 3D scene flow, connecting their predictions through explicit geometric reasoning to infer articulation. We use the reconstructed articulated object and the human hand trajectory to replay interactions through contact in MuJoCo. The framework shows how pretrained vision models and explicit motion reasoning can turn casual human videos into articulated object models suitable for downstream embodied interactions. https://track-articulate-act.github.io/
Jiaming Zhang, Homanga Bharadhwaj
Department of Computer Science, Johns Hopkins University